Jump to content

ZARCHFIENDS - Making Dice effects good


Valkyrus

Recommended Posts

This is a new archetype but it's very similar to a very old one I made back in the day- Lumens. But this time I've polished the effects, got new artworks, and renamed them to "Zarchfiends" (zar+archfiend; zar means dice in some languages, and you know what archfiends are).
They are all LIGHT Fiends and their names are also based on the times of day and night.

 

so here we go:

 

7iDiwMB.jpg
LwMB4Ej.jpg

written effects in order of the images:

Zarchfiend of Dreamy Dawn

LIGHT
level 1
Fiend/Tuner/Effect

 

If this card is Normal Summoned, you can add 1 "Zarchfiend" card from your Deck to your hand. During either player's turn, if the result of a die roll is 1, you can Special Summon this card from your Graveyard. During your Main Phase, you can banish this card from your Graveyard: Roll 1 six-sided die. You can use each effect of "Zarchfiend of Dreamy Dawn" only once per turn.
 

Zarchfiend of Mellow Morning

 

LIGHT

level 2

Fiend/Effect

 

If this card is Summoned, you can target 1 Spell/Trap Card on the field and roll 1 six-sided die. If the result is 1,3 or 5: Destroy that target, and if it's 2,4 or 6 - Return it to the hand. Your opponent cannot activate the targeted card or its effect(s) in response to this card's effect. During either player's turn, if the result of a die roll is 2, you can Special Summon this card from your Graveyard. During your Main Phase, you can banish this card from your Graveyard: Roll 1 six-sided die. You can use each effect of "Zarchfiend of Mellow Morning" only once per turn.
 

Zarchfiend of Nosy Noon

 

LIGHT

level 3

Fiend/Effect

Once per turn, during your Main Phase, you can roll 1 six-sided die: Excavate a number of cards from the top of your Deck equal to the result and send any "Zarchfiend" cards among them to the Graveyard, then return any excavated non-Zarchfiend cards to the top of your Deck in any order. During either player's turn, if the result of a die roll is 3, you can Special Summon this card from your Graveyard. During your Main Phase, you can banish this card from your Graveyard: Roll 1 six-sided die. You can use each effect of "Zarchfiend of Nosy Noon" only once per turn.

Zarchfiend of Antsy Afternoon

LIGHT

level 4
Fiend/Tuner/Effect

 

Once per turn, during either player's turn, you can roll 1 six-sided die: Increase the ATK and DEF of all face-up "Zarchfiend" monsters you control equal to the result x100 until the End Phase. During either player's turn, if the result of a die roll is 4, you can Special Summon this card from your Graveyard. During your Main Phase, you can banish this card from your Graveyard: Roll 1 six-sided die. You can use each effect of "Zarchfiend of Antsy Afternoon" only once per turn.
 

Zarchfiend of Eerie Evening

LIGHT

level 5
Fiend/Pendulum/Effect

Pendulum Effect:
Once per turn, during either player's turn, you can roll 1 six-sided die once, then, you can target 1 face-up card in a Pendulum Zone and either increase or decrease the targeted card's Pendulum Scale Number by the result of the die roll until the End Phase.

Monster Effect:
During either player's turn, if a six-sided die is rolled and the result is 5, you can Special Summon this face-up card from your Extra Deck or your Graveyard. You can use this effect of "Zarchfiend of Eerie Evening" only once per turn.

 

Zarchfiend of Dazzling Dusk

LIGHT

level 6

Fiend/Pendulum/Effect

 

Pendulum Effect:
Once per turn, during either player's turn, you can roll 1 six-sided die once, then, you can target 1 face-up card in a Pendulum Zone and either increase or decrease the targeted card's Pendulum Scale Number by the result of the die roll until the End Phase.

Monster Effect:
During either player's turn, if a six-sided die is rolled and the result is 6, you can Special Summon this face-up card from your Extra Deck or your Graveyard. You can use this effect of "Zarchfiend of Dazzling Dusk" only once per turn.

 

Gamble Mayhem

 

Field Spell Card

 

Each time your opponent Summons a monster, roll a six-sided die: the Summoned monster's level becomes equal to the result. Each time a die is rolled: put 1 Gamble Counter on this card. You can remove 1 Gamble Counter from this card to activate 1 of the following effects:
* Increase 1 face-up monster's level by 1
* Decrease 1 face-up monster's level by 1

 

Zarchfiends Descended

Normal Spell Card

Discard 1 card: Send 1 "Zarchfiend" monster from your Deck to the Graveyard, then activate 1 of the following effects:
* Draw 1 card.
* Roll 1 six-sided die.

 

Zar Fusion

 

Normal Spell Card

 

Fusion Summon 1 "Zarchfiend" Fusion monster using "Zarchfiend" monsters you control as Fusion Materials. Your opponent cannot activate cards or effects in response to this card's activation. While this card is in your Graveyard, you can discard 1 "Zarchfiend" Card: Add this card from your Graveyard to your hand, and if you do, roll 1 six-sided die once. You can activate only 1 "Zar Fusion" per turn.

 

Zarchfiend Lucky Throw

 

Normal Spell Card

 

Roll 1 six-sided die once: Add from your Deck to your hand, 1 or more "Zarchfiend" monsters with different levels whose combined level is equal to the result of the die roll. You cannot Special Summon monsters during the turn you activate this card except "Zarchfiend" monsters. You can activate only 1 "Zarchfiend Lucky Throw" per turn.

 

Zarchfiend of Mischievous Midnight

 

LIGHT

level 6

Fiend/Fusion/Effect

2 or more "Zarchfiend" monsters
Negate the effect(s) of any monster your opponent controls whose level/rank is equal to any 1 of the original levels of the monsters used as Fusion Materials for the Fusion Summon of this card. During either player's turn, you can activate this effect: Declare a number from 1 to 6; the next time a card effect is activated that requires a die roll, treat the result of that die roll as if it was the declared number.



 

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...